Difference between revisions of "Work site"

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(→‎Pawn kinds: specified the type of bionics and along with the mainly resources that can be found)
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{{Ideology}}
 
{{Ideology}}
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{{Image Wanted|reason=Images of each worksite type, and consider whether different faction types have different designs of the same site type}}
Work Sites contain various resources determined from the type of site they are and can be attacked to acquire them. They appear as a quest on the world map and are owned by a faction that is either independent and won't affect any faction relations, or is owned by one of the factions already present and will affect goodwill if attacked.
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{{Stub|reason=General}}
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'''Work sites''' are locations on the [[world map]] akin to small [[faction base]]. They contain pawns and various resources determined from the type of site they are and can be attacked to acquire them. They appear as a quest on the world map and are owned by a faction that is either independent and won't affect any faction relations, or is owned by one of the factions already present and will affect goodwill if attacked.
 
Work sites:
 
Work sites:
 
* Mining
 
* Mining
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Farming sites can have pawns spawned in with a [[Field hand]] installed, and Mining sites can have pawns with a [[Drill arm]] installed.
 
Farming sites can have pawns spawned in with a [[Field hand]] installed, and Mining sites can have pawns with a [[Drill arm]] installed.
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{{:Work site/Pawns}}
  
 
== Spawning mechanics ==
 
== Spawning mechanics ==
varies by biome
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A work site may spawn between 3 and 9 tiles away from your colony. A passable world map tile within that distance is picked at random. Which work site type can be spawned on the tile varies by [[Biome]] and, in the case of farming sites, seasonal temperature:
 +
 
 +
* '''Farming sites''' can only spawn in a Temperate Forest, Temperate Swamp, Tropical Rainforest or Tropical Swamp. An additional requirement for the farming camp to spawn is that the seasonal temperature in the tile is between 6°C and 42°C.
  
need hills or mountains for mining
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* '''Mining sites''' can only spawn in hilly and mountainous terrain.
  
no wood sites in the desert
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* '''Hunting sites''' can spawn in biomes with an animal density that is ''greater than'' Desert's. This means that temperate and tropical biomes as well as Arid Shrubland, Boreal Forest, Tundra and Cold Bog can have a hunting site.
  
no Farming in tundra, sea ice and ice sheet
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* '''Logging sites''' can spawn in biomes with a tree density ''equal or greater than'' that of Tundra's. This means that Desert, Extreme Desert, Ice Sheet and Sea Ice are not suitable candidates.
  
 +
If the randomly chosen world map tile does not fulfil any of these requirements, no work site will be spawned. This primarily affects Desert, Extreme desert, Ice sheet and Sea ice tiles with flat terrain. '''If your colony has a large amount of these [[Biomes]] nearby on the world map then a work site might never spawn''', so the player is advised to keep this in mind when choosing a suitable tile to found a colony in, especially if their ideology contains the [[Ideoligion#Raiding]] precept.
  
 
== Factions ==
 
== Factions ==
can be main factions or minor factions.
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The work site will be owned by a random major or minor [[Faction]]. It is:
 +
* 60% likely to be owned by a minor faction
 +
* 25% likely to be owned by a major enemy faction
 +
* 15% likely to be owned by a major neutral or ally faction
  
put categories here
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If the player chooses to raid a major neutral or ally faction's work site, this will result in a diplomatic relations hit.

Latest revision as of 22:10, 23 August 2024

Work sites are locations on the world map akin to small faction base. They contain pawns and various resources determined from the type of site they are and can be attacked to acquire them. They appear as a quest on the world map and are owned by a faction that is either independent and won't affect any faction relations, or is owned by one of the factions already present and will affect goodwill if attacked. Work sites:

Sites will usually have Gibbet cages with human corpses already present in them. Any sites will also provide food from the pawns killed, usually dropping Pemmican for tribal factions or Simple meals, Fine meals, and Packaged survival meals for higher tech factions.

Pawn kinds[edit]

Specific xenotypes can be found dependent on what faction owns the Work Site, if it is an independent faction, this will be noted under the quest and it will be based on any pre-existing faction on the map for Xenotypes.

Farming sites can have pawns spawned in with a Field hand installed, and Mining sites can have pawns with a Drill arm installed.

  • Pawn Type Combat Power Gear Apparel Weapons Tech Inventory Additional Info [edit]
    Miner (Tribal)
    Miner (Tribal).png
    35 HP: 50~180%
    Avg. Quality: Poor
    Budget: 180~350
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC,
    Headwrap.png Headwrap Content added by the Ideology DLC,
    Visage mask.png Visage mask Content added by the Ideology DLC,
    Parka.png Parka,
    Tribalwear.png Tribalwear
    Budget: 80~80
    Available:
    Knife.png Knife, Club.png Club, ShortBow.png Short bow
    Budget: 50~50
    3% chance to have one of the following: Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Woodlog a.png Peg leg
    51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Backstories: Tribal (Childhood) and Tribal Miner (Adulthood)
    Not Fighter
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~2
    Initial Resistance Range: 17~27
    Miner (Outlander)
    Miner (Outlander).png
    40 HP: 20~200%
    Avg. Quality: Poor
    Budget: 200~400
    Allow Headgear Chance: 40%
    Available: BowlerHat.png Bowler hat,
    Tuque.png Tuque,
    CowboyHat.png Cowboy hat,
    GasMask.png Gas mask Content added by the Biotech DLC,
    Flak jacket.png Flak jacket,
    Duster.png Duster,
    Jacket.png Jacket,
    Parka.png Parka,
    T-Shirt.png T-shirt,
    Button-Down Shirt.png Button-down shirt... further results
    Budget: 65~125
    Available:
    Knife.png Knife
    Budget: 1000~1000
    80% chance to have at most 1 of the following: Health item prosthetic.png Drill arm Content added by the Royalty DLC
    2.55 Nutrition Age Range: Any
    Race: Human
    Default Faction Type: Civil Outlander
    Backstories: Cryptosleep (8% Commonality), Miner (Adulthood)
    Not Fighter
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~2
    Initial Resistance Range: 10~17
    Hunter (Outlander)
    Hunter (Outlander).png
    52 HP: 20~200%
    Avg. Quality: Poor
    Budget: 200~400
    Required: Tailcap
    Allow Headgear Chance: 40%
    Available: BowlerHat.png Bowler hat,
    Tuque.png Tuque,
    CowboyHat.png Cowboy hat,
    GasMask.png Gas mask Content added by the Biotech DLC,
    Flak jacket.png Flak jacket,
    Duster.png Duster,
    Jacket.png Jacket,
    Parka.png Parka,
    T-Shirt.png T-shirt,
    Button-Down Shirt.png Button-down shirt... further results
    Budget: 140~250
    Available:
    Revolver.png Revolver, Autopistol.png Autopistol, Machine pistol.png Machine pistol
    Budget: 50~600
    6% chance to have one of the following: Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic arm, Health item prosthetic.png Prosthetic leg, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Aesthetic nose Content added by the Royalty DLC
    2.55 Nutrition Age Range: Any
    Race: Human
    Default Faction Type: Civil Outlander
    Backstories: Cryptosleep (8% Commonality), Hunter (Adulthood)
    Not Fighter
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~2
    Initial Resistance Range: 10~17
    Logger (Tribal)
    Logger (Tribal).png
    40 HP: 50~180%
    Avg. Quality: Poor
    Budget: 180~350
    Required: Shadecone Shadecone
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC,
    Headwrap.png Headwrap Content added by the Ideology DLC,
    Visage mask.png Visage mask Content added by the Ideology DLC,
    Parka.png Parka,
    Tribalwear.png Tribalwear
    Budget: 80~80
    Available:
    Knife.png Knife, Club.png Club, ShortBow.png Short bow
    Budget: 50~50
    3% chance to have one of the following: Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Woodlog a.png Peg leg
    51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Backstories: Tribal (Childhood) and Tribal Logger (Adulthood)
    Not Fighter
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~2
    Initial Resistance Range: 17~27
    Logger (Outlander)
    Logger (Outlander).png
    35 HP: 20~200%
    Avg. Quality: Poor
    Budget: 200~400
    Allow Headgear Chance: 40%
    Available: BowlerHat.png Bowler hat,
    Tuque.png Tuque,
    CowboyHat.png Cowboy hat,
    GasMask.png Gas mask Content added by the Biotech DLC,
    Flak jacket.png Flak jacket,
    Duster.png Duster,
    Jacket.png Jacket,
    Parka.png Parka,
    T-Shirt.png T-shirt,
    Button-Down Shirt.png Button-down shirt... further results
    Budget: 65~125
    Available:
    Knife.png Knife
    Budget: 50~600
    6% chance to have one of the following: Woodlog a.png Peg leg, Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Health item prosthetic.png Cochlear implant, Health item prosthetic.png Prosthetic heart, Health item prosthetic.png Prosthetic arm, Health item prosthetic.png Prosthetic leg, Health item prosthetic.png Drill arm Content added by the Royalty DLC, Health item prosthetic.png Field hand Content added by the Royalty DLC, Health item bionic.png Aesthetic nose Content added by the Royalty DLC
    2.55 Nutrition Age Range: Any
    Race: Human
    Default Faction Type: Civil Outlander
    Backstories: Cryptosleep (8% Commonality), Logger (Adulthood)
    Not Fighter
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~2
    Initial Resistance Range: 10~17
    Farmer (Tribal)
    Farmer (Tribal).png
    35 HP: 50~180%
    Avg. Quality: Poor
    Budget: 180~350
    Required: Shadecone Shadecone
    Available: Broadwrap.png Broadwrap Content added by the Ideology DLC,
    Headwrap.png Headwrap Content added by the Ideology DLC,
    Visage mask.png Visage mask Content added by the Ideology DLC,
    Parka.png Parka,
    Tribalwear.png Tribalwear
    Budget: 80~80
    Available:
    Knife.png Knife, Club.png Club, ShortBow.png Short bow
    Budget: 50~50
    3% chance to have one of the following: Woodlog a.png Wooden hand, Woodlog a.png Wooden foot, Woodlog a.png Peg leg
    51x Pemmican Age Range: Up to 60
    Race: Human
    Default Faction Type: Civil Tribe
    Backstories: Tribal (Childhood) and Tribal Farmer (Adulthood)
    Not Fighter
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~2
    Initial Resistance Range: 17~27
    Farmer (Outlander)
    Farmer (Outlander).png
    35 HP: 20~200%
    Avg. Quality: Poor
    Budget: 200~400
    Required: Cowboy hat Cowboy hat
    Allow Headgear Chance: 40%
    Available: BowlerHat.png Bowler hat,
    Tuque.png Tuque,
    CowboyHat.png Cowboy hat,
    GasMask.png Gas mask Content added by the Biotech DLC,
    Flak jacket.png Flak jacket,
    Duster.png Duster,
    Jacket.png Jacket,
    Parka.png Parka,
    T-Shirt.png T-shirt,
    Button-Down Shirt.png Button-down shirt... further results
    Budget: 65~125
    Available:
    Knife.png Knife
    Budget: 1000~1000
    80% chance to have at most 1 of the following: Health item prosthetic.png Field hand Content added by the Royalty DLC
    2.55 Nutrition Age Range: Any
    Race: Human
    Default Faction Type: Civil Outlander
    Backstories: Cryptosleep (8% Commonality), Farmer (Adulthood)
    Chemical Addiction Chance: 5%
    Initial Will Range: 1~2
    Initial Resistance Range: 10~17
  • Spawning mechanics[edit]

    A work site may spawn between 3 and 9 tiles away from your colony. A passable world map tile within that distance is picked at random. Which work site type can be spawned on the tile varies by Biome and, in the case of farming sites, seasonal temperature:

    • Farming sites can only spawn in a Temperate Forest, Temperate Swamp, Tropical Rainforest or Tropical Swamp. An additional requirement for the farming camp to spawn is that the seasonal temperature in the tile is between 6°C and 42°C.
    • Mining sites can only spawn in hilly and mountainous terrain.
    • Hunting sites can spawn in biomes with an animal density that is greater than Desert's. This means that temperate and tropical biomes as well as Arid Shrubland, Boreal Forest, Tundra and Cold Bog can have a hunting site.
    • Logging sites can spawn in biomes with a tree density equal or greater than that of Tundra's. This means that Desert, Extreme Desert, Ice Sheet and Sea Ice are not suitable candidates.

    If the randomly chosen world map tile does not fulfil any of these requirements, no work site will be spawned. This primarily affects Desert, Extreme desert, Ice sheet and Sea ice tiles with flat terrain. If your colony has a large amount of these Biomes nearby on the world map then a work site might never spawn, so the player is advised to keep this in mind when choosing a suitable tile to found a colony in, especially if their ideology contains the Ideoligion#Raiding precept.

    Factions[edit]

    The work site will be owned by a random major or minor Faction. It is:

    • 60% likely to be owned by a minor faction
    • 25% likely to be owned by a major enemy faction
    • 15% likely to be owned by a major neutral or ally faction

    If the player chooses to raid a major neutral or ally faction's work site, this will result in a diplomatic relations hit.